RidiculousName

Turn-Based, SP, Combat-System Idea

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RidiculousName    255

Okay, so I've got an idea for a turn-based combat system that's different from others I've heard of. My purpose in writing this is to get general opinions on it. Any opinion is fine. I do have a specific question though, will this be too complicated or will combat take too long for the player to enjoy it? Of course, I also want know how I can make it better.

The basic idea is:

    1a. Two roles, two characters, attacker and defender.

    2a. The attacker attacks repeatedly.

    3a. Each subsequent attack is easier to counter which means, evading the attacking and attacking in the same move.

    4a. This is determined by the attacker and defender's relative speed and skill. A new character will have a hard time pulling off combos against a veteran NPC.

    5a. When a counter happens characters switch roles, the attacker becomes defender and vice-versa.

Another Idea I'd like to try with melee weapons is weapon range:

    1b. The character with a shorter weapon is automatically defender until they get in range and successfully counter.

    2b. Defenders get closer by the same sort of process as the counter-switch method above.

    3b. But it's a lot easier to get closer because they don't need to attack, just move forward.

    4b. Weapons can still fight at closer than maximum range, but suffer increasing penalties the further out of their "optimum range," which may or may not be their maximum.

    5b. Characters can carry multiple weapons to switch between, but suffer penalties if they carry too many weapons, especially large ones.

    6b. Characters can't pickup discarded weapons and suffer large penalties when switching, but become lighter weight, of course.

Lastly, I don't want to use a hit-point system:

    1c. When attacking characters choose between attacking the left and right arms and legs, the torso, and the head.

    2c. Then they choose a specific target such as, on the head, eyes, mouth, chin.

    3c. If they hit anywhere on the target they wound him.

    4c. Wounds cause disabilities and bleeding.

    5c. Disabilities are essentially status-ailments. Examples could be, blindness, disorientation, etc.

    6c. Disabilities are more likely to come from hitting specific targers, and hitting different ones will give different disabilities.

    7c. Characters all have a blood-level of 100 that can be reduced over time by bleeding from wounds. All wounds, except from blunt weapons, cause bleeding.

    8c. If blood-level is reduced to 50 they lose consciousness, at 0 they die. (You only need to lose 1/3 of your blood to die, so the blood-level value represents 1/3 of a character's blood.)

Edited by RidiculousName

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MetalTug    2

Hello Mr. Ridiculous,

I think what you have for the basic idea sounds like it could be a lot of fun, I think it could be an entire game on it's own.  I'd say make a prototype of that, and polish it to a tee.  Once you have the core gameplay loop down, slowly start to add in the specifics, and test as you go.  Knowing how players react to each feature will be good indicators of how and when to implement them into the game, if at all.  In other words, make sure you test the hell out of your game to see what works and what doesn't.  I'm sure you can take it from there :)

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MetalTug    2

You're fine man, just keep working on your project, it's an awesome idea.  Update us as you go along, and I'm sure a lot more people will be interested once your game gets closer to completion.  I'll be sure to check it out once you have something to show.

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missionctrl    206

In general, I think it's a great start. The counter-switch mechanic sounds fun and the melee weapon range is a cool variation. I don't like the blood system because it's just another name for hit points and you said you don't want hit points.

This does sound like it could be a very involved, tactical, and somewhat slow system, which means it should really be the central focus of the game rather than a secondary feature. It could almost be a purely turn based arena fighting game without any other game play.

Edited by missionctrl

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RidiculousName    255

Hey, thanks for responding. I'll edit my first post later to make it clearer, but the blood system is meant to be a way to keep fights from going on too long than a name-change for an HP-system. Bleeding is a constant drain on your blood-level, since all wounds inflict some bleeding. However, most matches will be decided by who gets the worst disabilities, (I couldn't think of the word "injury" when writing that. Another thing to change.) many will outright kill you.

 

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      References And Notes
      The original essay on skill atoms
      http://www.lostgarden.com/2006/10/what-are-game-mechanics.html
      Effects of solitary confinement on prisoners
      http://www.prisoncommission.org/statements/grassian_stuart_long.pdf
      Perceptual pleasure and the Brain
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      Abstract: “From hand-held DVD players to hundred-inch plasma screens, much of today's technology is driven by the human appetite for pleasure through visual and auditory stimulation. What creates this appetite? Neuropsychologists have found that visual input activates receptors in the parts of the brain associated with pleasure and reward, and that the brain associates new images with old while also responding strongly to new ones. Using functional MRI imaging and other findings, they are exploring how human beings are "infovores" whose brains love to learn. Children may enjoy Sesame Street's fast pace because they get a "click of comprehension" from each brief scene.” 
      Press release: http://www.usc.edu/uscnews/stories/12543.html
      Six sinister things about Super Mario
      http://www.destructoid.com/six-sinister-things-about-super-mario-28654.phtml 
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      This is a question that has been posed on occasion. MDA is a game analysis framework put forth by Robin Hunicke, Marc LeBlanc and Robert Zubek. It is one of many descriptive techniques that catalog the elements of a game. The hope is that in the process of defining the pieces of a game, the designer will clarify their thinking about a design. This is certainly an admirable goal.
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      You can read more on MDA here.
      A quick overview of alchemy, from a reliably alchemical web 2.0 source
      http://en.wikipedia.org/wiki/Alchemy
       
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      War to the Core is a multiplayer online battle arena (MOBA) game where fleets of massive warships wage tactical battles in low orbit in a struggle to control Earth's resources.
      While we are still building up the ships arsenals and weapons choices, there are already quite a few in the game today. Getting the right mix to enable good strategy and tactics without making certain builds over powered or under powered, requires a high level of creativity combined with fine level of tweaking on an ongoing basis.
      As a game play designer, you will help make the game more fun by enabling more elaborate tactics and making design suggestions to the development team as well as gain access to new ideas that will are not yet implemented, so you can provide early feedback on them. As a board, you will help tweak the properties of the game mechanics: How far can ships teleport? How strong are mines? How quickly do they explode? How wide is the impact range? How do different weapons change when they gain new levels? And so on.
      We are looking for gamers with a good understanding of game balance and a passion for game design. You don't need prior design experience, but you need a great sense of what makes games fun.
      If you are interested to join us, just get in touch.
      Discord: https://discord.gg/462GFeT
      Official website: http://www.WarToTheCore.com 
      Official app store link: https://www.microsoft.com/store/apps/9n4shfc15wks
      Mailing list: http://eepurl.com/cUGQ9v
      Facebook page: https://www.facebook.com/WarToCore
      Facebook players group: https://www.facebook.com/groups/WarToTheCore/

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